Elin:Code Analysis/Unclassified: Difference between revisions

From Ylvapedia
Jump to navigation Jump to search
No edit summary
No edit summary
Line 33: Line 33:
** The talisman level created by swordmage is fixed at 120, while fixed at 100 by normal PC.
** The talisman level created by swordmage is fixed at 120, while fixed at 100 by normal PC.


==Ether Diseases (EA23.61)==
===Depiction of Ether Disease in code: an Index===
<syntaxhighlight lang="c#" line="1">
public const int etherManaBattery = 1564;
public const int etherPoisonHand = 1565;
public const int etherProvoke = 1563;
public const int etherStupid = 1561;
public const int etherWeak = 1560;
public const int etherAddict = 1559;
public const int etherRain = 1558;
public const int etherHead = 1557;
public const int etherViolence = 1556;
public const int etherNeck = 1555;
public const int etherWing = 1554;
public const int etherEye = 1553;
public const int etherFeet = 1552;
public const int etherArmor = 1562;
public const int etherUgly = 1551;
public const int etherGravity = 1550;
</syntaxhighlight>
* All ether disease is depicted with integer (i.e. level). There are 16 kinds of diseases, and we will review each of them.
* If you want to see for the effect yourself, just search for that number in code.
=== Mana Battery ===
<syntaxhighlight lang="c#" line="1">
    case 1564:
ModBase(961, a * 5, hide: false);
break;
</syntaxhighlight>
* This disease increase your magic resistance (961) by 5 per level (there is only one level currently).
<syntaxhighlight lang="c#" line="1">
public void TryAbsorbRod(Thing t)
{
if (!IsPC || !(t.trait is TraitRod) || t.c_charges <= 0 || !HasElement(1564))
{
return;
}
Say("absorbRod", this, t);
TraitRod rod = t.trait as TraitRod;
bool flag = false;
if (rod.source != null)
{
using IEnumerator<SourceElement.Row> enumerator = EClass.sources.elements.rows.Where((SourceElement.Row a) => a.id == rod.source.id).GetEnumerator();
if (enumerator.MoveNext())
{
SourceElement.Row current = enumerator.Current;
if (IsPC)
{
GainAbility(current.id, t.c_charges * 100);
flag = true;
}
}
}
if (!flag)
{
mana.Mod(-50 * t.c_charges);
}
t.c_charges = 0;
LayerInventory.SetDirty(t);
}
    ...
    public void GainAbility(int ele, int mtp = 100)
{
Element orCreateElement = elements.GetOrCreateElement(ele);
if (orCreateElement.ValueWithoutLink == 0)
{
elements.ModBase(orCreateElement.id, 1);
}
if (orCreateElement is Spell)
{
int num = mtp * orCreateElement.source.charge * (100 + Evalue(307) + (HasElement(307) ? 20 : 0)) / 100 / 100;
if (orCreateElement.source.charge == 1)
{
num = 1;
}
orCreateElement.vPotential += Mathf.Max(1, num / 2 + EClass.rnd(num / 2 + 1));
}
Say("spell_gain", this, orCreateElement.Name);
LayerAbility.SetDirty(orCreateElement);
}
</syntaxhighlight>
* Once detect PC have mana battery, it will take the charges in a rod, then call Gainability(this spell, 100 * charge number) to give PC this spell.
* This does not mean you get 100 wish spells for 1 charge of wish rod! Each spell have a unique charge parameter (see SourceGame/Element for more), and depend on the charge number it will give you number of spell casting.
** This value is modified by your memorization skill. If you have the skill, a flat 20% is added, then for each skill level, 1% added.
** For example, for a wish rod, and you have lvl 80 memorization, the num will equal to = 100 * 1 (Wish has a charge number of 1) * (80+100+20) / 100 / 100 = 2
** Which is pretty good, yes, you get 2 wishes out of 1 rod, but can you cast it, hum?
[[Category:EN]]
[[Category:EN]]
[[Category:Elin Spoiler]]
[[Category:Elin Spoiler]]

Revision as of 01:24, 21 December 2024

This page is designed to feature code analysis that are currently unclassified into other pages, either due to being too minor detail, or don't have enough stuff to justify having its entire page.

Material in this page will be moved into other pages constantly. Please refrain from linking wiki articles onto this page.

For authors: Please note the version of game tested on for each section added.

Sword Mage - Talisman Trait (EA23.54)

    case MixType.Talisman:
		{
			int num2 = EClass.pc.Evalue(1418);
			Thing thing4 = ai.ings[1];
			SourceElement.Row source2 = (thing4.trait as TraitSpellbook).source;
			int num3 = thing4.c_charges * source2.charge * (100 + num2 * 50) / 500 + 1;
			int num4 = 100;
			Thing thing5 = ThingGen.Create("talisman").SetNum(num3);
			thing5.refVal = source2.id;
			thing5.encLV = num4 * (100 + num2 * 10) / 100;
			thing.ammoData = thing5;
			thing.c_ammo = num3;
			EClass.pc.Say("talisman", thing, thing5);
			thing4.Destroy();
			break;
		}
  • The "talisman mastery 2" trait of swordmage positively influence the effect of created talismans. Specifically:
    • The number of charges created by swordmage will be (magic_book_charges * num_of_charge_gained_if_read * 2 / 5) + 1.
    • For a normal PC, the number of charges will be (magic_book_charges * num_of_charge_gained_if_read * 1 / 5) + 1.
      • For example, for a magic book with 3 reads left with each read giving PC 10 charges, the number of talisman charge by swordmage would be 13, while by normal PC would be 7.
    • The talisman level created by swordmage is fixed at 120, while fixed at 100 by normal PC.

Ether Diseases (EA23.61)

Depiction of Ether Disease in code: an Index

public const int etherManaBattery = 1564;
public const int etherPoisonHand = 1565;
public const int etherProvoke = 1563;
public const int etherStupid = 1561;
public const int etherWeak = 1560;
public const int etherAddict = 1559;
public const int etherRain = 1558;
public const int etherHead = 1557;
public const int etherViolence = 1556;
public const int etherNeck = 1555;
public const int etherWing = 1554;
public const int etherEye = 1553;
public const int etherFeet = 1552;
public const int etherArmor = 1562;
public const int etherUgly = 1551;
public const int etherGravity = 1550;
  • All ether disease is depicted with integer (i.e. level). There are 16 kinds of diseases, and we will review each of them.
  • If you want to see for the effect yourself, just search for that number in code.

Mana Battery

    case 1564:
			ModBase(961, a * 5, hide: false);
			break;
  • This disease increase your magic resistance (961) by 5 per level (there is only one level currently).
public void TryAbsorbRod(Thing t)
	{
		if (!IsPC || !(t.trait is TraitRod) || t.c_charges <= 0 || !HasElement(1564))
		{
			return;
		}
		Say("absorbRod", this, t);
		TraitRod rod = t.trait as TraitRod;
		bool flag = false;
		if (rod.source != null)
		{
			using IEnumerator<SourceElement.Row> enumerator = EClass.sources.elements.rows.Where((SourceElement.Row a) => a.id == rod.source.id).GetEnumerator();
			if (enumerator.MoveNext())
			{
				SourceElement.Row current = enumerator.Current;
				if (IsPC)
				{
					GainAbility(current.id, t.c_charges * 100);
					flag = true;
				}
			}
		}
		if (!flag)
		{
			mana.Mod(-50 * t.c_charges);
		}
		t.c_charges = 0;
		LayerInventory.SetDirty(t);
	}
    ...
    public void GainAbility(int ele, int mtp = 100)
	{
		Element orCreateElement = elements.GetOrCreateElement(ele);
		if (orCreateElement.ValueWithoutLink == 0)
		{
			elements.ModBase(orCreateElement.id, 1);
		}
		if (orCreateElement is Spell)
		{
			int num = mtp * orCreateElement.source.charge * (100 + Evalue(307) + (HasElement(307) ? 20 : 0)) / 100 / 100;
			if (orCreateElement.source.charge == 1)
			{
				num = 1;
			}
			orCreateElement.vPotential += Mathf.Max(1, num / 2 + EClass.rnd(num / 2 + 1));
		}
		Say("spell_gain", this, orCreateElement.Name);
		LayerAbility.SetDirty(orCreateElement);
	}
  • Once detect PC have mana battery, it will take the charges in a rod, then call Gainability(this spell, 100 * charge number) to give PC this spell.
  • This does not mean you get 100 wish spells for 1 charge of wish rod! Each spell have a unique charge parameter (see SourceGame/Element for more), and depend on the charge number it will give you number of spell casting.
    • This value is modified by your memorization skill. If you have the skill, a flat 20% is added, then for each skill level, 1% added.
    • For example, for a wish rod, and you have lvl 80 memorization, the num will equal to = 100 * 1 (Wish has a charge number of 1) * (80+100+20) / 100 / 100 = 2
    • Which is pretty good, yes, you get 2 wishes out of 1 rod, but can you cast it, hum?